Zombies Species in Other Realms | World Anvil

Zombies

From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.   Dark Servants Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.   Hideous Forms Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.   Mindless Soldiers Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. A zombie can follow simple orders and distinguishfriends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.   Undead Nature A zombie doesn't require air, food, drink, or sleep.  

Zombie

From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.


Armor Class8
Hit Points 3d8+9
Speed20 ft.
Strength13 (+1 )
Dexterity6 (-2)
Constitution16 (+3)
Intelligence3 (-4)
Wisdom6 (-2)
Charisma5 (- 3)
Saving ThrowsWisdom d20+0
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 60 ft.Passive Perception 8
LanguagesUnderstands the languages it knew in life but can't speak
Challenge1/4 (50 XP)
SpecialUndead FortitudeIf damage reduces the zombie to 0 hit points,it must make a Constitution saving throw
with a DC of 5 + the damage taken,unless the damage is radiant or from a critical hit.On a success, the zombie drops to 1 hit point instead
ActionSlamMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d6+1 bludgeoning damage

Ogre Zombie

From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.


Armor Class8
Hit Points 9d10+36
Speed30ft.
Strength19 (+4)
Dexterity6 (-2)
Constitution18 (+4)
Intelligence3 (- 4)
Wisdom6 (-2)
Charisma5 (- 3)
Saving ThrowsWisdom d20+0
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 60ft.Passive Perception 8
LanguagesUnderstands Common and Giant but can't speak
Challenge2 (450 XP)
SpecialUndead FortitudeIf damage reduces the zombie to 0 hit points,it must make a Constitution saving throw
with a DC of 5 + the damage taken,unless the damage is radiant or from a critical hit.On a success, the zombie drops to 1 hit point instead
ActionMorningstarMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 2d8+4 bludgeoning damage

Beholder Zombie

From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.


Armor Class15 (natural armor)
Hit Points 11d10+33
Speed0 ft.Fly 20ft. (hover)
Strength10 (+0)
Dexterity8 (- 1)
Constitution16 (+3)
Intelligence3 (-4)
Wisdom8 (- 1)
Charisma5 (- 3)
Saving ThrowsWisdom d20+2
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 60ft.Passive Perception 9
LanguagesUnderstands Deep Speech and Undercommon but can't speak
Challenge5 (1 ,800 XP)
SpecialUndead FortitudeIf damage reduces the zombie to 0 hit points,it must make a Constitution saving throw
with a DC of 5 + the damage taken,unless the damage is radiant or from a critical hit.On a success, the zombie drops to 1 hit point instead
Action 1BiteMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 4d6 piercing damage
Action 2Eye RayThe zombie uses a random magical eye ray,choosing a target that it can see within 60 feet of it
Eye Ray 1Paralyzing RayThe targeted creature must succeed ona DC 14 Constitution saving throw
or be paralyzed for 1 minute.The target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Eye Ray 2Fear RayThe targeted creature must succeed ona DC 14 Wisdom saving throw or
be frightened for 1 minute.The target can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Eye Ray 3Enervation RayThe targeted creature must makea DC 14 Constitution saving throw,
taking 8d8 necrotic damage on a failed save,or half as much damage on a successful one
Eye Ray 4Disintegration RayIf the target is a creature,it must succeed on a DC 14 Dexterity saving throw
or take 10d8 force damage.If this damage reduces the creature to 0 hit points,its body becomes a pile of fine gray dust.If the target is a Large or smaller nonmagical object
or creation of magical force,it is disintegrated without a saving throw.If the target is a Huge or larger nonmagical objector creation of magical force,
this ray disintegrates a 10-foot cube of it

Comments

Please Login in order to comment!